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old Re: Ideas for Counter-Strike 2D 0.1.2.1

archmage
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user scriptmen has written
i think that "keypressed" is very important one.

imagine - for example in your script you have a place where you can heal when some key is pressed (remember, just like in hl1 and hl2)

it is impossible to do without such hook

It's very possible without it.

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h_down = false

function keydown(id, k)
	if ( k == "h" ) then
		h_down = true
	end
end

function keyreleased(id, k)
	if ( k == "k" ) then
		h_down = false
	end
end

-- now with a time hook you can add the healing effect

old Re: Ideas for Counter-Strike 2D 0.1.2.1

omg
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the problem with trying to bind keypresses is that clients only send msgs that make sense to the server. they dont send "w" every time u move forward, they send "forward", literally. chances are, whatever u want to bind already has a similar hook

archmage, wtf is that code?

old Re: Ideas for Counter-Strike 2D 0.1.2.1

EngiN33R
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Quote
user scriptmen has written
what about few new useful hooks:
@key - on keypress
@keypressed - while the key is pressed
@keyrelease - on key release (not so necessary)


We've discussed it already, and it probably won't be implemented unless clientside Lua gets implemented - it's too much of a strain on the connection.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

scriptmen
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Quote
user EngiN33R has written
user scriptmen has written
what about few new useful hooks:
@key - on keypress
@keypressed - while the key is pressed
@keyrelease - on key release (not so necessary)


We've discussed it already, and it probably won't be implemented unless clientside Lua gets implemented - it's too much of a strain on the connection.


but we can add some new serveractions (4,5,6...) and then client would bind for example key l for serveraction 6 and script would behave with it like with default serveractions1-3

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Zurak
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Quote
user scriptmen has written
user EngiN33R has written
user scriptmen has written
what about few new useful hooks:
@key - on keypress
@keypressed - while the key is pressed
@keyrelease - on key release (not so necessary)


We've discussed it already, and it probably won't be implemented unless clientside Lua gets implemented - it's too much of a strain on the connection.


but we can add some new serveractions (4,5,6...) and then client would bind for example key l for serveraction 6 and script would behave with it like with default serveractions1-3


yes i agree, this can be very useful(so players dont have to make binds for lua functions like !usespell and just press a key instead), sort of like binds but server-sided. but this should be able to be over-ridden by the player binds.

edit: also make nightvision/gasmask equip-able
edited 1×, last 27.07.12 12:52:03 am

old new all BY Gordon Freeman

skarpapp
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Quote
you guys could put vehicles of war
or make such de_dust in the passage on the second floor when you are in the bottom part is not over we can start to see the players and when you're not down to see the players on top could also by weapons of Halo and Half-Life 2 ∗ ∗ ∗ ∗

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Avo
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It's Counter-Strike 2D, not San Andreas Multiplayer with about 500 players. Original CS have max amount players =32 and its 2D copy will have it, too.

old Re: Ideas for Counter-Strike 2D 0.1.2.1

Sparty
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Quote
user Avo has written
It's Counter-Strike 2D, not San Andreas Multiplayer with about 500 players. Original CS have max amount players =32 and its 2D copy will have it, too.

what will happen to cs2d if user DC puts 40
LAG?
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